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Dropping to 0 HP - Alternate Rule
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<blockquote data-quote="OB1" data-source="post: 7443207" data-attributes="member: 6796241"><p>Where to balance this is exactly what I’m trying to finalize here. Like you, I think using exhaustion levels leads to a more cinematic feel. </p><p></p><p>At this point, I’m definitely changing exhaustion level 6 to be unconscious with the need to make a Death Saving Throw every 6 seconds (or 60 seconds?) if at 0HP and every hour if above 0HP. Exhaustion 7 will then be Death. </p><p></p><p>As for the fidly bits, I think I might just make any action require a Death Saving Throw while at 0 HP and get rid of the dodge reaction mechanic. While I liked the idea that you could focus on defending or escaping while at 0 HP, it maybe feels a bit too gamey. Instead, players will just have to balance the risk of taking dodge or disengage and making a Death Saving Throw vs simply running and potentially getting an opportunity attack against them. </p><p></p><p>As that change makes things a bit more deadly, I’ll think I might add the ability to spend half your level in hit die immediately following a short or long rest to remove 1 level of exhaustion. That should help mitigate against one unlucky encounter leading to a certain death spiral as well. </p><p> [MENTION=6799753]lowkey13[/MENTION] - Death at 0 HP or say -Con HP is something I considered as well and would certainly help with the goal of making combat riskier, but those are still very binary states. I’m looking for something a bit more cinematic and blurry to give room for the PCs to have that last desperate chance to push on when it really counts.</p></blockquote><p></p>
[QUOTE="OB1, post: 7443207, member: 6796241"] Where to balance this is exactly what I’m trying to finalize here. Like you, I think using exhaustion levels leads to a more cinematic feel. At this point, I’m definitely changing exhaustion level 6 to be unconscious with the need to make a Death Saving Throw every 6 seconds (or 60 seconds?) if at 0HP and every hour if above 0HP. Exhaustion 7 will then be Death. As for the fidly bits, I think I might just make any action require a Death Saving Throw while at 0 HP and get rid of the dodge reaction mechanic. While I liked the idea that you could focus on defending or escaping while at 0 HP, it maybe feels a bit too gamey. Instead, players will just have to balance the risk of taking dodge or disengage and making a Death Saving Throw vs simply running and potentially getting an opportunity attack against them. As that change makes things a bit more deadly, I’ll think I might add the ability to spend half your level in hit die immediately following a short or long rest to remove 1 level of exhaustion. That should help mitigate against one unlucky encounter leading to a certain death spiral as well. [MENTION=6799753]lowkey13[/MENTION] - Death at 0 HP or say -Con HP is something I considered as well and would certainly help with the goal of making combat riskier, but those are still very binary states. I’m looking for something a bit more cinematic and blurry to give room for the PCs to have that last desperate chance to push on when it really counts. [/QUOTE]
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Dropping to 0 HP - Alternate Rule
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